Plugins allow you to customise and extend the behavior of EDMC.
See Plugins on the wiki.
Check Releasing.md to be sure of the current version of Python that we've tested against.
Plugins are loaded when EDMC starts up.
Each plugin has it's own folder in the plugins
directory:
- Windows:
%LOCALAPPDATA%\EDMarketConnector\plugins
- Mac:
~/Library/Application Support/EDMarketConnector/plugins
- Linux:
$XDG_DATA_HOME/EDMarketConnector/plugins
, or~/.local/share/EDMarketConnector/plugins
if$XDG_DATA_HOME
is unset.
Plugins are python files. The plugin folder must have a file named load.py
that must provide one module level function and optionally provide a few
others.
If you're running from source (which allows for debugging with e.g. PyCharm) then you'll need to be using an appropriate version of Python. The current version is listed in the Environment section of Releasing.md. If you're developing your plugin simply against an install of EDMarketConnector then you'll be relying on the bundled version of Python (it's baked into the .exe via the py2exe build process).
Please be sure to read the Avoiding potential pitfalls section, else you might inadvertently cause issues for the core EDMC code including whole application crashes.
It is highly advisable to ensure you are aware of all EDMarketConnector releases, including the pre-releases. The -beta and -rc changelogs will contain valuable information about any forthcoming changes that affect plugins. The easiest way is:
- Login to GitHub.
- Navigate to EDMarketConnector.
- Click the 'Watch' (or 'Unwatch' if you previously set up any watches on us). It's currently (2021-05-13) the left-most button of 3 near the top-right of the page.
- Click 'Custom'.
- Ensure 'Releases' is selected.
- Click 'Apply'.
And, of course, either ensure you check your GitHub messages regularly, or have it set up to email you such notifications.
We have some example plugins available in the docs/examples directory. See the readme in each folder for more info.
import
ing anything from the core EDMarketConnector code that is not
explicitly mentioned here is unsupported and may lead to your plugin
breaking with future code changes.
import L10n
- for plugin localisation support.
from theme import theme
- So plugins can theme their own UI elements to
match the main UI.
from config import appname, applongname, appcmdname, appversion , copyright, config
- to access config.
from prefs import prefsVersion
- to allow for versioned preferences.
import edmc_data
(or specific 'from' imports) - This contains various static
data that used to be in other files. You should not now import anything
from the original files unless specified as allowed in this section.
import plug
- For using plug.show_error()
only.
from monitor import game_running
- in case a plugin needs to know if we
think the game is running. NB: This is a function, and should be called as
such. Using the bare word game_running
will always be True
.
import timeout_session
- provides a method called new_session
that creates
a requests.session with a default timeout on all requests. Recommended to
reduce noise in HTTP requests
from ttkHyperlinkLabel import HyperlinkLabel
and import myNotebook as nb
-
For creating UI elements.
In addition to the above we also explicitly package the following python modules for plugin use:
- shutil
- sqlite3
- zipfile
And, of course, anything in the Python Standard Library will always be available, dependent on the version of Python we're using to build Windows installed versions. Check the 'Startup' line in an application Debug Log File for the version of Python being used.
In the past the only way to provide any logged output from a
plugin was to use print(...)
statements. When running the application from
the packaged executeable all output is redirected to a log file. See
Reporting a problem
for the location of this log file.
EDMC now implements proper logging using the Python logging
module. Plugin
developers should now use the following code instead of simple print(...)
statements.
Insert this at the top-level of your load.py file (so not inside
plugin_start3()
):
import logging
from config import appname
# This could also be returned from plugin_start3()
plugin_name = os.path.basename(os.path.dirname(__file__))
# A Logger is used per 'found' plugin to make it easy to include the plugin's
# folder name in the logging output format.
# NB: plugin_name here *must* be the plugin's folder name as per the preceding
# code, else the logger won't be properly set up.
logger = logging.getLogger(f'{appname}.{plugin_name}')
# If the Logger has handlers then it was already set up by the core code, else
# it needs setting up here.
if not logger.hasHandlers():
level = logging.INFO # So logger.info(...) is equivalent to print()
logger.setLevel(level)
logger_channel = logging.StreamHandler()
logger_formatter = logging.Formatter(f'%(asctime)s - %(name)s - %(levelname)s - %(module)s:%(lineno)d:%(funcName)s: %(message)s')
logger_formatter.default_time_format = '%Y-%m-%d %H:%M:%S'
logger_formatter.default_msec_format = '%s.%03d'
logger_channel.setFormatter(logger_formatter)
logger.addHandler(logger_channel)
Note the admonishment about plugin_name
being the folder name of your plugin.
It can't be anything else (such as a different string returned from
plugin_start3()
) because the code in plug.py that sets up the logger uses
exactly the folder name. Our custom qualname
and class
formatters won't
work with a 'bare' logger, and will cause your code to throw exceptions if
you're not using our supplied logger.
If running with 4.1.0-beta1 or later of EDMC the logging setup happens in the core code and will include the extra logfile destinations. If your plugin is run under a pre-4.1.0 version of EDMC then the above will set up basic logging only to the console (and thus redirected to the log file).
If you're certain your plugin will only be run under EDMC 4.1.0 or newer then
you can remove the if
clause.
Replace all print(...)
statements with one of the following:
logger.info('some info message') # instead of print(...)
logger.debug('something only for debug')
logger.warning('Something needs warning about')
logger.error('Some error happened')
logger.critical('Something went wrong in a critical manner')
try:
...
except Exception:
# This logs at 'ERROR' level.
# Also automatically includes exception information.
logger.exception('An exception occurred')
try:
...
except Exception as e:
logger.debug('Exception we only note in debug output', exc_info=e)
Remember you can use fstrings to include variables, and even the returns of functions, in the output.
logger.debug(f"Couldn't frob the {thing} with the {wotsit()}")
If you have code that needs to act differently under different versions of
this application then you can check utilise config.appversion
.
Prior to version 5.0.0 this was a simple string. From 5.0.0 onwards it is,
instead, a function which returns an instance of semantic_version.Version
.
import semantic_version
from config import appversion
...
# Up until 5.0.0-beta1 config.appversion is a string
if isinstance(appversion, str):
core_version = semantic_version.Version(appversion)
elif callable(appversion):
# From 5.0.0-beta1 it's a function, returning semantic_version.Version
core_version = appversion()
# Yes, just blow up if config.appverison is neither str or callable
logger.info(f'Core EDMC version: {core_version}')
# And then compare like this
if core_version < semantic_version.Version('5.0.0-beta1'):
logger.info('EDMC core version is before 5.0.0-beta1')
else:
logger.info('EDMC core version is at least 5.0.0-beta1')
EDMC will import the load.py
file as a module and then call the
plugin_start3()
function.
def plugin_start3(plugin_dir: str) -> str:
"""
Load this plugin into EDMC
"""
print(f"I am loaded! My plugin folder is {plugin_dir}")
return "Test"
The string you return is used as the internal name of the plugin.
Any errors or print statements from your plugin will appear in
%TMP%\EDMarketConnector.log
on Windows, $TMPDIR/EDMarketConnector.log
on
Mac, and $TMP/EDMarketConnector.log
on Linux.
Parameter | Type | Description |
---|---|---|
plugin_dir |
str |
The directory that your plugin is located in. |
RETURN |
str |
The name you want to be used for your plugin internally |
There are a number of things that your code should either do or avoiding doing so as to play nicely with the core EDMC code and not risk causing application crashes or hangs.
You might want your plugin directory name to be usable in import statements. See the section on packaging extra modules.
By default, your plugin code will be running in the main thread. So, if you perform some operation that takes significant time (more than a second) you will be blocking both the core code from continuing and any other plugins from running their main-thread code.
This includes any connections to remote services, such as a website or remote database. So please place such code within its own thread.
See the EDSM plugin code for an example of using a thread worker, along with a queue to send data, and telling the sub-thread to stop during shutdown.
The only tkinter calls that should ever be made from a sub-thread are
event_generate()
calls to send data back to the main thread.
Any attempt to manipulate tkinter UI elements directly from a sub-thread will most likely crash the whole program.
See the EDSM plugin
code for an example of using event_generate()
to cause the plugin main
thread code to update a UI element. Start from the plugin_app()
implementation.
However, you must not make any tkinter event_generate()
call whilst
the application is shutting down.
The application shutdown sequence is itself triggered from the <<Quit>>
event
handler, and generating another event from any code in, or called from,
there causes the application to hang somewhere in the tk libraries.
You can detect if the application is shutting down with the boolean
config.shutting_down
. Note that although this is technically a function
its implementation is of a property on config.AbstractConfig
and thus you
should treat it as a variable.
Do NOT use:
from config import shutting_down
if shutting_down():
# During shutdown
as this will cause the 'During shutdown' branch to always be taken, as in this context you're testing if the function exists, and that is always True.
So instead use:
from config import shutting_down
if shutting_down:
# During shutdown
If you want your plugin to be configurable via the GUI you can define a frame
(panel) to be displayed on its own tab in EDMC's settings dialog. The tab
title will be the value that you returned from plugin_start3
. Use widgets
from EDMC's myNotebook.py for the correct look-and-feel. You can be notified
when the settings dialog is closed so you can save your settings.
You can use set()
and get_$type()
(where type is one of: int
, bool
,
str
, list
) from EDMC's config.config
object to retrieve your plugin's
settings in a platform-independent way. Previously this was done with a single
set and two get methods, the new methods provide better type safety.
If you want to maintain compatibility with pre-5.0.0 versions of this application (please encourage plugin users to update!) then you'll need to include this code in at least once in your plugin (no harm in putting it in all modules/files):
from config import config
# For compatibility with pre-5.0.0
if not hasattr(config, 'get_int'):
config.get_int = config.getint
if not hasattr(config, 'get_str'):
config.get_str = config.get
if not hasattr(config, 'get_bool'):
config.get_bool = lambda key: bool(config.getint(key))
if not hasattr(config, 'get_list'):
config.get_list = config.get
Be sure to use a unique prefix for any settings you save so as not to clash with core EDMC or other plugins.
Use number_from_string()
from EDMC's l10n.Locale
object to parse input
numbers in a locale-independent way. NB: the old CamelCase versions of
number_from_string
and string_from_number
do still exist, but are
deprecated. They will continue to work, but will throw warnings.
Note that in the following example the function signature defines that it
returns Optional[tk.Frame]
only because we need to allow for None
if
something goes wrong with the creation of the frame (the calling code checks
this). You absolutely need to return the nb.Frame()
instance that you get
as in the code below.
import tkinter as tk
from tkinter import ttk
import myNotebook as nb
from config import config
from typing import Optional
my_setting: Optional[tk.IntVar] = None
def plugin_prefs(parent: nb.Notebook, cmdr: str, is_beta: bool) -> Optional[tk.Frame]:
"""
Return a TK Frame for adding to the EDMC settings dialog.
"""
global my_setting
my_setting = tk.IntVar(value=config.get_int("MyPluginSetting")) # Retrieve saved value from config
frame = nb.Frame(parent)
nb.Label(frame, text="Hello").grid()
nb.Label(frame, text="Commander").grid()
nb.Checkbutton(frame, text="My Setting", variable=my_setting).grid()
return frame
Parameter | Type | Description |
---|---|---|
parent |
nb.Notebook |
Root Notebook object the preferences window uses |
cmdr |
str |
The current commander |
is_beta |
bool |
If the game is currently a beta version |
This gets called when the user dismisses the settings dialog:
def prefs_changed(cmdr: str, is_beta: bool) -> None:
"""
Save settings.
"""
config.set('MyPluginSetting', my_setting.get()) # Store new value in config
Parameter | Type | Description |
---|---|---|
cmdr |
str |
The current commander |
is_beta |
bool |
If the game is currently a beta version |
You can also have your plugin add an item to the EDMC main window and update
from your event hooks. This works in the same way as plugin_prefs()
. For a
simple one-line item return a tk.Label
widget or a 2 tuple of widgets.
For a more complicated item create a tk.Frame widget and populate it with other
ttk widgets. Return None
if you just want to use this as a callback after the
main window and all other plugins are initialised.
You can use string_from_number()
from EDMC's l10n.Locale
object to format
numbers in your widgets in a locale-independent way.
from typing import Optional, Tuple
import tkinter as tk
status: Optional[tk.Label]
def plugin_app(parent: tk.Frame) -> Tuple[tk.Label, tk.Label]:
"""
Create a pair of TK widgets for the EDMC main window
"""
global status
label = tk.Label(parent, text="Status:") # By default widgets inherit the current theme's colors
status = tk.Label(parent, text="", foreground="yellow") # Override theme's foreground color
return (label, status)
# later on your event functions can update the contents of these widgets
def some_other_function() -> None:
global status
status["text"] = "Happy!"
status["foreground"] = "green"
Parameter | Type | Description |
---|---|---|
parent |
tk.Frame |
The root EDMC window |
RETURN |
Union[tk.Widget, Tuple[tk.Widget, tk.Widget]] |
A widget to add to the main window. See below for more info |
The return from plugin_app()
can either be any widget (Frame
, Label
,
Notebook
, etc.), or a 2-tuple of widgets. In the case of a 2-tuple, indices
0 and 1 are placed automatically in the outer grid on column indices 0 and 1.
Otherwise, the only thing done to your return widget is it is set to use a
columnspan of 2, and placed on the grid.
You can dynamically add and remove widgets on the main window by returning a
tk.Frame
from plugin_app()
and later creating and destroying child widgets
of that frame.
from typing import Option
import tkinter as tk
from theme import theme
frame: Optional[tk.Frame] = None
def plugin_app(parent: tk.Frame) -> tk.Frame:
"""
Create a frame for the EDMC main window
"""
global frame
frame = tk.Frame(parent)
return frame
def some_other_function_called_later() -> None:
# later on your event functions can add or remove widgets
row = frame.grid_size()[1]
new_widget_1 = tk.Label(frame, text="Status:")
new_widget_1.grid(row=row, column=0, sticky=tk.W)
new_widget_2 = tk.Label(frame, text="Unhappy!", foreground="red") # Override theme's foreground color
new_widget_2.grid(row=row, column=1, sticky=tk.W)
theme.update(this.frame) # Apply theme colours to the frame and its children, including the new widgets
Remember, you must NOT manipulate any tkinter elements from a sub-thread! See Avoiding potential pitfalls.
Once you have created your plugin and EDMC has loaded it there are three other
functions you can define to be notified by EDMC when something happens:
journal_entry()
, dashboard_entry()
and cmdr_data()
.
Your events all get called on the main Tkinter loop so be sure not to block for
very long or the app will appear to freeze. If you have a long running
operation such as sending or receiving data from an external server then you
should do this in a separate worker Thread. You can send work items to the
worker thread over a Queue. Tkinter is not thread-safe so you should not
access any Tkinter resources (including widgets and variables) from worker
threads - doing so may cause the app to crash intermittently. You can signal
back to the main thread using Tkinter's event_generate()
widget method,
generating a user-defined event that you have previously registered with the
bind_all()
widget method. See the EDSM plugin
for an example of these techniques.
def journal_entry(
cmdr: str, is_beta: bool, system: str, station: str, entry: Dict[str, Any], state: Dict[str, Any]
) -> None:
if entry['event'] == 'FSDJump':
# We arrived at a new system!
if 'StarPos' in entry:
logger.info(f'Arrived at {entry["StarSystem"]} {entry["StarPos"]}')
else:
logger.info(f'Arrived at {entry["StarSystem"]}')
This gets called when EDMC sees a new entry in the game's journal.
Parameter | Type | Description |
---|---|---|
cmdr |
str |
Current commander name |
is_beta |
bool |
Is the game currently in beta |
system |
Optional[str] |
Current system, if known |
station |
Optional[str] |
Current station, if any |
entry |
Dict[str, Any] |
The journal event |
state |
Dict[str, Any] |
More info about the commander, their ship, and their cargo (see below) |
Content of state
(updated to the current journal entry):
Field | Type | Description |
---|---|---|
GameLanguage |
Optional[str] |
language value from Fileheader event. |
GameVersion |
Optional[str] |
version value from Fileheader event. |
GameBuild |
Optional[str] |
build value from Fileheader event. |
Captain |
Optional[str] |
Name of the commander who's crew you're on, if any |
Cargo |
dict |
Current cargo. Note that this will be totals, and any mission specific duplicates will be counted together |
CargoJSON |
dict |
content of cargo.json as of last read. |
Credits |
int |
Current credits balance |
FID |
str |
Frontier commander ID |
Horizons |
bool |
From LoadGame event. |
Odyssey |
bool |
From LoadGame event. False if not present, else the event value. |
Loan |
Optional[int] |
Current loan amount, if any |
Raw |
dict |
Current raw engineering materials |
Manufactured |
dict |
Current manufactured engineering materials |
Encoded |
dict |
Current encoded engineering materials |
Component |
dict |
Current component materials |
Engineers |
dict |
Current Raw engineering materials |
Rank |
Dict[str, Tuple[int, int] |
Current ranks, each entry is a tuple of the current rank, and age |
Statistics |
dict |
Contents of a Journal Statistics event, ie, data shown in the stats panel. See the Journal manual for more info |
Role |
Optional[str] |
Current role if in multi-crew, one of Idle , FireCon , FighterCon |
Friends |
set |
Currently online friend |
ShipID |
int |
Frontier ID of current ship |
ShipIdent |
str |
Current user-set ship ID |
ShipName |
str |
Current user-set ship name |
ShipType |
str |
Internal name for the current ship type |
HullValue |
int |
Current ship value, excluding modules |
ModulesValue |
int |
Value of the current ship's modules |
Rebuy |
int |
Current ship's rebuy cost |
Modules |
dict |
Currently fitted modules |
NavRoute |
dict |
Last plotted multi-hop route |
ModuleInfo |
dict |
Last loaded ModulesInfo.json data |
OnFoot |
bool |
Whether the Cmdr is on foot |
Component |
dict |
'Component' MicroResources in Odyssey, int count each. |
Item |
dict |
'Item' MicroResources in Odyssey, int count each. |
Consumable |
dict |
'Consumable' MicroResources in Odyssey, int count each. |
Data |
dict |
'Data' MicroResources in Odyssey, int count each. |
BackPack |
dict |
dict of Odyssey MicroResources in backpack. |
BackpackJSON |
dict |
Content of Backpack.json as of last read. |
ShipLockerJSON |
dict |
Content of ShipLocker.json as of last read. |
SuitCurrent |
dict |
CAPI-returned data of currently worn suit. NB: May be None if no data. |
Suits |
dict [1] |
CAPI-returned data of owned suits. NB: May be None if no data. |
SuitLoadoutCurrent |
dict |
CAPI-returned data of current Suit Loadout. NB: May be None if no data. |
SuitLoadouts |
dict [1] |
CAPI-returned data of all Suit Loadouts. NB: May be None if no data. |
Taxi |
Optional[bool] |
Whether or not we're currently in a taxi. NB: This is best effort with what the journals provide. |
Dropship |
Optional[bool] |
Whether or not the above taxi is a Dropship |
Body |
Optional[str] |
The body we're currently on / in the SOI of |
BodyType |
Optional[str] |
The type of body that Body refers to |
[1] - Some data from the CAPI is sometimes returned as a list
(when all
members are present) and other times as an integer-keyed dict
(when at
least one member is missing, so the indices are not contiguous). We choose to
always convert to the integer-keyed dict
form so that code utilising the data
is simpler.
New in version 4.1.6:
CargoJSON
contains the raw data from the last read of Cargo.json
passed
through json.load. It contains more information about the cargo contents, such
as the mission ID for mission specific cargo
NB: Because this is only the data loaded from the Cargo.json
file, and that
is not written at Commander login (instead the in-Journal Cargo
event
contains all the data), this will not be populated at login.
New in version 5.0.0:
NavRoute
contains the json.load()
of NavRoute.json
as indicated by a
journal NavRoute
event.
ModuleInfo
contains the json.load()
of ModulesInfo.json
as indicated by a
Journal ModuleInfo
event.
OnFoot
is an indication as to if the player is on-foot, rather than in a
vehicle.
Component
, Item
, Consumable
& Data
are dict
s tracking your
Odyssey MicroResources in your Ship Locker. BacKPack
contains dict
s for
the same when you're on-foot.
SuitCurrent
, Suits
, SuitLoadoutCurrent
& SuitLoadouts
hold CAPI data
relating to suits and their loadouts.
New in version 5.0.1:
Odyssey
boolean based on the presence of such a flag in the LoadGame
event. Defaults to False
, i.e. if no such key in the event.
The previously undocumentedHorizons
boolean is similarly from LoadGame
,
but blindly retrieves the value rather than having a strict default. There's
be an exception if it wasn't there, and the value would be None
. Note that
this is NOT the same as the return from
plugins/eddn.py:is_horizons(). That function is necessary
because CAPI data doesn't (didn't always?) have an indication of Horizons or
not.
New in version 5.0.3:
The Suits
members have an additional key:value pair edmcName
which is our
preferred name for display on the UI, for the in-use game language.
The "language", "gameversion" and "build" values from the "Fileheader" event
are all now stored in state[]
fields; "GameLanguage", "GameVersion" and
"GameBuild".
New in version 5.1.0:
state
entries added for Taxi, Dropship, Body and BodyType.
New in version 5.1.1:
state
now has a ShipLockerJSON
member containing the un-changed, loaded,
JSON from the ShipLockerJSON.json
file.
A special "StartUp" entry is sent if EDMC is started while the game is already
running. In this case you won't receive initial events such as "LoadGame",
"Rank", "Location", etc. However the state
dictionary will reflect the
cumulative effect of these missed events.
NB: Any of the values in this might be None
if the Cmdr has loaded into
Arena (CQC) from the Main Menu.
Similarly, a special "ShutDown" entry is sent when the game stops writing to the Journal without writing a "Shutdown" event. This might happen, for example, when the game client crashes. Note that this is distinct in (letter) case from the "Shutdown" event that the game itself writes to the Journal when you exit normally. If you want to react to either in your plugin code then either compare in a case insensitive manner or check for both. The difference in case allows you to differentiate between the two scenarios.
This event is not sent when EDMC is running on a different machine so you should not rely on receiving this event.
In some cases we augment the events, as seen in the Journal, with extra data. Examples of this are:
-
Every
Cargo
event passed to plugins contains the data fromCargo.json
(but see above for caveats). -
Every
NavRoute
event contains the fullRoute
array as loaded fromNavRoute.json
.NB: There is no indication available when a player cancels a route. The game itself does not provide any such, not in a Journal event, not in a
Status.json
flag.The Journal documentation v28 is incorrect about the event and file being
Route(.json)
the word isNavRoute
. Also the format of the data is, e.g.{ "timestamp":"2021-03-10T11:31:37Z", "event":"NavRoute", "Route": [ { "StarSystem": "Esuvit", "SystemAddress": 2869709317505, "StarPos": [-13.18750,-1.15625,-92.68750], "StarClass": "M" }, { "StarSystem": "Ndozins", "SystemAddress": 3446451210595, "StarPos": [-14.31250,-10.68750,-60.56250], "StarClass": "M" }, { "StarSystem": "Tascheter Sector MN-T b3-6", "SystemAddress": 13864825529753, "StarPos": [-11.87500,-21.96875,-29.03125], "StarClass": "M" }, { "StarSystem": "LP 823-4", "SystemAddress": 9466778953129, "StarPos": [-8.62500,-27.84375,3.93750], "StarClass": "M" } ] }
-
Every
ModuleInfo
event contains the full data as loaded from theModulesInfo.json
file. Note that we use the singular form here to stay consistent with the Journal event name.
This gets called when the user closes the program:
def plugin_stop() -> None:
"""
EDMC is closing
"""
print("Farewell cruel world!")
If your plugin uses one or more threads to handle Events then stop()
and
join()
(to wait for their exit -- Recommended, not required) the threads
before returning from this function.
import plug
def dashboard_entry(cmdr: str, is_beta: bool, entry: Dict[str, Any]):
is_deployed = entry['Flags'] & edmc_data.FlagsHardpointsDeployed
sys.stderr.write("Hardpoints {}\n".format(is_deployed and "deployed" or "stowed"))
dashboard_entry()
is called with the latest data from the Status.json
file when an update to that file is detected.
This will be when something on the player's cockpit display changes - typically about once a second when in orbital flight.
Parameter | Type | Description |
---|---|---|
cmdr |
str |
Current command name |
is_beta |
bool |
if the game is currently in beta |
entry |
dict |
Data from status.json (see below) |
For more info on Status.json
, See the "Status File" section in the Frontier
Journal documentation.
That includes the available entry
properties and the list of "Flags"
.
Refer to edmc_data.py for the list of available
constants.
def cmdr_data(data, is_beta):
"""
We have new data on our commander
"""
if data.get('commander') is None or data['commander'].get('name') is None:
raise ValueError("this isn't possible")
logger.info(data['commander']['name'])
This gets called when the application has just fetched fresh Cmdr and station data from Frontier's servers.
Parameter | Type | Description |
---|---|---|
data |
Dict[str, Any] |
/profile API response, with /market and /shipyard added under the keys marketdata and shipdata |
is_beta |
bool |
If the game is currently in beta |
def edsm_notify_system(reply):
"""
`reply` holds the response from a call to https://www.edsm.net/en/api-journal-v1
"""
if not reply:
logger.info("Error: Can't connect to EDSM")
elif reply['msgnum'] // 100 not in (1,4):
logger.info(f'Error: EDSM {reply["msg"]}')
elif reply.get('systemCreated'):
logger.info('New EDSM system!')
else:
logger.info('Known EDSM system')
If the player has chosen to "Send flight log and Cmdr status to EDSM" this gets
called when the player starts the game or enters a new system. It is called
some time after the corresponding journal_entry()
event.
Parameter | Type | Description |
---|---|---|
reply |
Dict[str, Any] |
Response to an API call to EDSM's journal API target |
def inara_notify_location(event_data):
"""
`event_data` holds the response to one of the "Commander's Flight Log" events https://inara.cz/inara-api-docs/#event-29
"""
if event_data.get('starsystemInaraID'):
logging.info(f'Now in Inara system {event_data["starsystemInaraID"]} at {event_data["starsystemInaraURL"]}')
else:
logger.info('System not known to Inara')
if event_data.get('stationInaraID'):
logger.info(f'Docked at Inara station {event_data["stationInaraID"]} at {event_data["stationInaraURL"]}')
else:
logger.info('Undocked or station unknown to Inara')
If the player has chosen to "Send flight log and Cmdr status to Inara" this
gets called when the player starts the game, enters a new system, docks or
undocks. It is called some time after the corresponding journal_entry()
event.
Parameter | Type | Description |
---|---|---|
event_data |
Dict[str, Any] |
Response to an API call to INARA's Commander Flight Log event |
def inara_notify_ship(event_data):
"""
`event_data` holds the response to an addCommanderShip or setCommanderShip event https://inara.cz/inara-api-docs/#event-11
"""
if event_data.get('shipInaraID'):
logger.info(
f'Now in Inara ship {event_data['shipInaraID'],} at {event_data['shipInaraURL']}
)
If the player has chosen to "Send flight log and Cmdr status to Inara" this
gets called when the player starts the game or switches ship. It is called some
time after the corresponding journal_entry()
event.
Parameter | Type | Description |
---|---|---|
event_data |
Dict[str, Any] |
Response to an API call to INARA's addCommanderShip or setCommanderShip event |
You can display an error in EDMC's status area by returning a string from your
journal_entry()
, dashboard_entry()
or cmdr_data()
function, or
asynchronously (e.g. from a "worker" thread that is performing a long running
operation) by calling plug.show_error()
. Either method will cause the "bad"
sound to be played (unless the user has muted sound).
The status area is shared between EDMC itself and all other plugins, so your message won't be displayed for very long. Create a dedicated widget if you need to display routine status information.
You can localise your plugin to one of the languages that EDMC itself supports. Add the following boilerplate near the top of each source file that contains strings that needs translating:
import l10n
import functools
_ = functools.partial(l10n.Translations.translate, context=__file__)
Wrap each string that needs translating with the _()
function, e.g.:
status["text"] = _('Happy!') # Main window status
If you display localized strings in EDMC's main window you should refresh them
in your prefs_changed
function in case the user has changed their preferred
language.
Translation files should reside in folder named L10n
inside your plugin's
folder. Files must be in macOS/iOS ".strings" format, encoded as UTF-8. You can
generate a starting template file for your translations by invoking l10n.py
in your plugin's folder. This extracts all the translatable strings from Python
files in your plugin's folder and places them in a file named en.template
in
the L10n
folder. Rename this file as <language_code>.strings
and edit it.
See EDMC's own L10n
folder for the list of supported language codes and for example translation
files.
A Package Plugin is both a standard Python package (i.e. contains an
__init__.py
file) and an EDMC plugin (i.e. contains a load.py
file
providing at minimum a plugin_start3()
function). These plugins are loaded
before any non-Package plugins.
Other plugins can access features in a Package Plugin by import
ing the
package by name in the usual way.
To package your plugin for distribution simply create a .zip
archive of your
plugin's folder:
- Windows: In Explorer right click on your plugin's folder and choose Send to → Compressed (zipped) folder.
- Mac: In Finder right click on your plugin's folder and choose Compress.
If there are any external dependencies then include them in the plugin's folder.
Optionally, for tidiness delete any .pyc
and .pyo
files in the archive, as
well as the __pycache__
directory.
EDMarketConnector's Windows installs only package a minimal set of modules. All of the 'stdlib' of Python is provided, plus any modules the core application code uses and a small number of additional modules for the use of plugins. See Plugins:Available imports for a list.
As such if your plugin requires additional modules you will need to package them with your plugin. There is no general Python interpreter in which to rely on pip to install them.
It will be easier of you are using a Python virtual environment for actually testing the plugin. This is so that you can be sure it is working because you have copied all the correct Python modules inside your plugin, and not because they are installed within the Python site-packages in some applicable location (system level or user level).
So, setup a virtual environment to use when running EDMarketConnector code to test your plugin, and use the 'system' non-virtual Python to install modules in order to have somewhere to copy them from.
NB: If you use PyCharm it's possible to have it do the work of creating a virtual environment for your project.
Technically you could also do this within an additional virtual environment. If they were in your plugin testing virtual environment then you can't be sure you have all the necessary files copied into your plugin so it will work within a vanilla Windows EDMarketConnector install.
We'll use xml_dataclasses
for this example.
pip install xml_dataclasses
-
Assuming it's a 'simple' module with no caveats, now we copy:
-
pip show xml_dataclasses
-Location
is where it was installed. -
If you have a POSIX-compliant command-line environment:
cp -pr <Location> <plugin_dir>
or just use Windows File Explorer, or other GUI means, to copy.
You're going to have to refer to your plugin directory in order to import anything within it. This means it should be compatible with such.
- Do not use hyphens (
-
) as word separators, or full-stops (.
). - You can use underscore (
_
) as a word separator.
So:
EDMC-My-Plugin
BAD.EDMC.My.Plugin
BAD.EDMC_My_Plugin
GOOD.
NB: No, you can't use from . import xml_dataclasses
because the way
EDMarketConnector:plug.py loads 'found' plugins prevents this from working.
Add an import of this module to your plugin code:
from EDMC_My_Plugin import xml_dataclasses
If you're lucky you won't have the "surprise!" of learning your chosen extra module itself requires other modules. If you are gifted such a surprise then you will need to repeat the Copy step for the extra module(s) until it works.
EDMC now lets you disable a plugin without deleting it, simply rename the plugin folder to append ".disabled". Eg, "SuperSpaceHelper" -> "SuperSpaceHelper.disabled"
Disabled and enabled plugins are listed on the "Plugins" Settings tab
Starting with pre-release 3.5 EDMC used Python 3.7. The first full release under Python 3.7 was 4.0.0.0. The 4.2.x series was the last to use Python 3.7, with releases moving on to the latest Python 3.9.x after that.
This is a brief outline of the steps required to migrate a plugin from earlier versions of EDMC:
-
Rename the function
plugin_start
toplugin_start3(plugin_dir)
. Plugins without aplugin_start3
function are listed as disabled on EDMC's "Plugins" tab and a message like "plugin SuperSpaceHelper needs migrating" appears in the log. Such plugins are also listed in a section "Plugins Without Python 3.x Support:" on the Settings > Plugins tab. -
Check that callback functions
plugin_prefs
,prefs_changed
,journal_entry
,dashboard_entry
andcmdr_data
, if used, are declared with the correct number of arguments. Older versions of this app were tolerant of missing arguments in these function declarations. -
Port the code to Python 3.9+. The 2to3 tool can automate much of this work.
We advise against making any attempt to have a plugin's code work under both Python 2.7 and 3.x. We no longer maintain the Python 2.7-based versions of this application and you shouldn't support use of them with your plugin.